This week I have been working on Game Design related issues with the game. I noticed that time powers weren’t a central focus to the gameplay while I was testing the game and that isn’t a good thing (the game is called Stasis for a reason). One of the things that was brought to my attention was the fact that I was compromising on a lot of my original ideas. I didn’t want the game to be extremely complex so no one would want to play it; so I made design decisions based on these principles which led to me compromising on my ideas. But I think I took it too far and now there isn’t a focus on time.

So I am changing that.

I am trying to find a way where the player must interact with time. So far I was thinking about have special blocks that the player could match up which would then activate a time power automatically. But the issue with that is that it is not as easy to control when you want that to happen. If you have a block like that the special must be worth it most of the time.

I also what thinking about having the stage require you to interact with time. Having it so that the block are in constant motion makes it so that you must use your time powers to slow or stop them so you can match them up. But that then leads to less of a “falling block” game and changes a lot of the core mechanics. I am still trying to figure out the best way to approach this problem but I hope to find a solution soon.

In other news, I had a surprise showing at the Glitch Gaming Multiplayer Mixer on Wednesday. Although Glitch in the System isn’t a local multiplayer game there was time for me to show off my Glitch in the System. Thank you for all who attended the event and I really appreciate the feedback. I enjoyed myself playing a lot of local games from indie developers, I hope the best for all of them.

Want more game design centric blog posts? Like the new focus on “time” in Stasis? Leave a comment below.

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